First Tower: A Tower Shield Permanently circles the Walking Fortress granting him an armor bonus of a +3 Steel Tower Shield. The Walking Fortress can control these to defend a specific target, in doing so he needs to make a concentration check of DC 15 every round. These shields are treated as equipped shields for the purpose of gaining mods and buffs and like wise debuffs. These cannot be destroyed or disintegrated.

Strength of Shield: The Walking Fortress gains strength from protecting others and thus gains 1/2 of his total AC to attack and damage rolls.

Second Tower The Walking Fortress gains his second tower shield. The shields are now +4 Steel Tower Shields

Improved Bulwark: Natural AC bonus increases to +6

Shield of Soul: The Walking Fortress gains spell resistance and damage reduction equal to 1/4 of his total AC. This stacks with any spell resistance he has. Also the Walking Fortress is immune to all supernatural effects

Greater Bulwark: Natural AC bonus increases to +9

Third Tower: The Walking Fortress gains his third tower shield. The shields are now considered +4 Mithral Tower Shields.

Anchored: The Walking Fortress is so grounded that throwing him is very difficult. When attempting to grapple and throw the Walking Fortress the opponent must make a strength DC equal to 10 + Walking Fortress level + 1/2 of Walking Fortress AC or fail the grapple and/or throw.

Master Bulwark: Natural AC bonus increases to +12

Fourth Tower: The Walking Fortress gains his fourth and final tower shield. The shields are considered to be +5 adamantite tower shields

Armored Deflection: Acts as a Greater Deflection, however this also grants the ability to deflect supernatural and spell-like abilities. The Walking Fortress reflects a total of 1/3 of his total AC spell levels back at the caster, if it is a supernatural or spell-like ability and does not have a caster level then deflect a percentage of the damage back at the caster equal to the Walking Fortress' spell resistance, this cannot exceed 80% total damage deflected.

Armored Saves: The Walking Fortress is used to being bombarded by all sorts of attacks and thus gains 1/10 of his total AC to all saving throws.

The Fortress: Once activated the Walking Fortress gains concealment of +50%. All attempts to throw or shove the Walking Fortress fails. The Walking Fortress gains 100% of his total AC added to his AC. This lasts for 10 + Character level + Con Mod rounds and cannot be activated again for another 5 + 1d10 rounds.